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Skyline Forums Skyline Game Engine Community Forums 2016-11-08T11:43:13+01:00 https://forum.aurasoft-skyline.co.uk/feed.php?f=38&t=1702 2016-11-08T11:43:13+01:00 2016-11-08T11:43:13+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=1702&p=9224#p9224 <![CDATA[Re: Textures]]> Statistics: Posted by epsilonion — 08 Nov 2016, 11:43


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2016-11-06T18:15:42+01:00 2016-11-06T18:15:42+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=1702&p=9219#p9219 <![CDATA[Re: Textures]]>

Statistics: Posted by StarFire — 06 Nov 2016, 18:15


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2016-11-06T14:27:26+01:00 2016-11-06T14:27:26+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=1702&p=9218#p9218 <![CDATA[Re: Textures]]> Statistics: Posted by epsilonion — 06 Nov 2016, 14:27


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2016-11-05T12:37:09+01:00 2016-11-05T12:37:09+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=1702&p=9204#p9204 <![CDATA[Re: Textures]]>

@Tattie, That app seems to do quite well also :) Is it PBR driven now?

Statistics: Posted by SolarPortal — 05 Nov 2016, 12:37


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2016-11-05T09:58:25+01:00 2016-11-05T09:58:25+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=1702&p=9203#p9203 <![CDATA[Re: Textures]]>
Once you have disabled the post processing and you have applied smart materials etc on top of your basic defuse map and scratches, dust, etc and then export (I use the UE4 Profile) and export to Jpg, Taga etc then when your setting it up in Skyline then the results are very close to what you had in the plugin (quixel Suite), since quixel is a set of plugins inside Photoshop when you export your maps they are as you would expect exporting as normal from Photoshop, meaning what you see is what you get in the saved maps.

The exported map's can include (dependent on profile or you can write your own), Albido, normal (multi normal as well), AO, Spec, roughness, metalness and more, meaning that your maps are fully supported by Skyline and other engines.

Mesh (model)
You can import your model to paint on, deffuse, dirt, damage, etc directly. The painting process is none destructive until you accept masks and then if you export it creates separate maps to the base ones you may have in the first place.

Batching
You can also batch many models in this program.

My Opinion
In short, to your question :lol: there is a little varience in the displays in engine and Quixel suite but when you have your light setup correctly and the correct maps in the engine the results are very good and very similar, The key is to use roughness maps these make the output look great in engine.

If your designing and creating models then this is a great tool to have in your toolbox, it speeds up your workflow to no end.
If your importing a mesh into 3DO (you dont have to) as long as you have UV maps for your mesh it will enable you to paint directly to your model.

I would get the Suite and not the separate programs, the reason for this is that NDO can produce some amazing normal maps, it also has profiles to create photo realistic normal maps as well.


I hope I have answered any questions that you may have :D or might have in the future :lol:

Statistics: Posted by epsilonion — 05 Nov 2016, 09:58


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2016-11-05T02:01:00+01:00 2016-11-05T02:01:00+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=1702&p=9202#p9202 <![CDATA[Re: Textures]]> does in the program, you probably know from experience some programs show you one thing but when you place it in it looks nothing like it did :lol:





Statistics: Posted by TattieBoJangle — 05 Nov 2016, 02:01


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2016-11-05T01:51:31+01:00 2016-11-05T01:51:31+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=1702&p=9201#p9201 <![CDATA[Re: Textures]]>
They do look good in the engine ;)

Statistics: Posted by StarFire — 05 Nov 2016, 01:51


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2016-11-05T00:02:31+01:00 2016-11-05T00:02:31+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=1702&p=9198#p9198 <![CDATA[Re: Textures]]>
They look good in engine

Statistics: Posted by epsilonion — 05 Nov 2016, 00:02


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2016-11-04T18:22:41+01:00 2016-11-04T18:22:41+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=1702&p=9196#p9196 <![CDATA[Re: Textures]]> Statistics: Posted by epsilonion — 04 Nov 2016, 18:22


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2016-11-04T17:55:40+01:00 2016-11-04T17:55:40+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=1702&p=9195#p9195 <![CDATA[Re: Textures]]> Statistics: Posted by epsilonion — 04 Nov 2016, 17:55


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2016-11-04T16:13:57+01:00 2016-11-04T16:13:57+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=1702&p=9193#p9193 <![CDATA[Re: Textures]]>
Q) Is this using the Quixel suite?

Do they have roughness maps by any chance as PBR really shines when they get used correctly :)

Statistics: Posted by SolarPortal — 04 Nov 2016, 16:13


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2016-11-08T11:42:23+01:00 2016-11-04T15:04:45+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=1702&p=9192#p9192 <![CDATA[Textures]]>
This list will grow over time so keep an eye one it.. :D

I am hoping that these come with Skyline as Default in the future.

In engine screen shots are taken in generation 2 version of the Skyline development platform.

For textures without roughness maps, you can easily create them yourself is needed.


maps included: Defuse, Normal, Spec and AO. Some include roughness etc

I intend on uploading 3 a day for the next couple of weeks, anyone else have textures with modification and commercial rights can also upload textures to make the library bigger.




finefinished_wood.zip




Fine_wood_2.zip





Stone_road.zip




Checker Plate.zip




Concrete.zip




Stoney Ground.zip




Tile Roof.zip





This kind of reminds me of the walls off a cave when water has deposited silt.
TreeBark.zip





Logend.zip




chalkboard.zip




clay.zip




concrete_slab.zip




rusted_steel.zip




rusted_metal.zip




wood.zip




wicker.zip

Statistics: Posted by epsilonion — 04 Nov 2016, 15:04


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